Difference between revisions of "Plasma Beam"
From A complete guide to Super Metroid speedrunning
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− | '''Plasma Beam''' is the strongest beam upgrade | + | '''Plasma Beam''' is the strongest beam upgrade that greatly increases [[damage]], and causes the beam to pierce vulnerable enemies. Note that it does not allow the beam to penetrate objects and surfaces like [[Wave Beam]] does. Ordinarily Plasma Beam cannot be equipped together with [[Spazer]]; their combination results in [[Glitched Beams]]. |
Plasma Beam's piercing effect allows the player to be able to "hitbox" enemies. By striking an appropriate enemy with the beam right before Samus would run into them, Samus will instead be able to pass through the enemy unscathed. This is most commonly applied in Lower Norfair rooms containing [[Kihunter (red)|Kihunters]]. | Plasma Beam's piercing effect allows the player to be able to "hitbox" enemies. By striking an appropriate enemy with the beam right before Samus would run into them, Samus will instead be able to pass through the enemy unscathed. This is most commonly applied in Lower Norfair rooms containing [[Kihunter (red)|Kihunters]]. | ||
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:''If an enemy is taking damage at the moment its and Samus's hitboxes collide, the hit will not be registered. However, there is little to no chance that Samus will have enough speed to pass the enemy's hitbox by the time it finishes taking damage. By shooting an enemy with a plasma beam, it will become intangible for a number of frames, thus allowing Samus to pass through it easily until that timer runs out '''and''' beam finishes colliding with the enemy's hitbox.'' | :''If an enemy is taking damage at the moment its and Samus's hitboxes collide, the hit will not be registered. However, there is little to no chance that Samus will have enough speed to pass the enemy's hitbox by the time it finishes taking damage. By shooting an enemy with a plasma beam, it will become intangible for a number of frames, thus allowing Samus to pass through it easily until that timer runs out '''and''' beam finishes colliding with the enemy's hitbox.'' | ||
:''Note that the enemy that Samus is passing through doesn't need to be actually harmed by the plasma shot to be rendered harmless. '' | :''Note that the enemy that Samus is passing through doesn't need to be actually harmed by the plasma shot to be rendered harmless. '' | ||
+ | |||
+ | Plasma Beam provides the following increase in damage: | ||
+ | {| class="wikitable" | ||
+ | ! colspan=5| Combinations with fully stacking Plasma | ||
+ | |- | ||
+ | !Without !! Damage !! With !! Damage !! Multiplier | ||
+ | |- | ||
+ | ! Power Beam | ||
+ | | 20 || Plasma || 150 || ×7.5 | ||
+ | |- | ||
+ | ! Ice Beam | ||
+ | | 30 || I+P || 200 || ×6.67 | ||
+ | |- | ||
+ | ! Wave Beam | ||
+ | | 50 || W+P || 250 || ×5 | ||
+ | |- | ||
+ | ! Ice+Wave | ||
+ | | 60 || I+W+P || 300 || ×5 | ||
+ | |- | ||
+ | ! colspan=5| Combinations with Plasma replacing Spazer | ||
+ | |- | ||
+ | ! Spazer | ||
+ | | 40 || Plasma || 150 || ×3.75 | ||
+ | |- | ||
+ | ! Ice+Spazer | ||
+ | | 60 || I+P || 200 || ×3.33 | ||
+ | |- | ||
+ | ! Wave+Spazer | ||
+ | | 70 || W+P || 250 || ×3.57 | ||
+ | |- | ||
+ | ! I+W+S | ||
+ | | 100 || I+W+P || 300 || ×3 | ||
+ | |} | ||
+ | |||
== See also == | == See also == |
Latest revision as of 13:35, 11 April 2024
Plasma Beam | |
Location | Plasma Room, Maridia |
Effect | Greatly increases beam damage and adds piercing effect |
Plasma Beam is the strongest beam upgrade that greatly increases damage, and causes the beam to pierce vulnerable enemies. Note that it does not allow the beam to penetrate objects and surfaces like Wave Beam does. Ordinarily Plasma Beam cannot be equipped together with Spazer; their combination results in Glitched Beams.
Plasma Beam's piercing effect allows the player to be able to "hitbox" enemies. By striking an appropriate enemy with the beam right before Samus would run into them, Samus will instead be able to pass through the enemy unscathed. This is most commonly applied in Lower Norfair rooms containing Kihunters.
From the TASVideos description:
- If an enemy is taking damage at the moment its and Samus's hitboxes collide, the hit will not be registered. However, there is little to no chance that Samus will have enough speed to pass the enemy's hitbox by the time it finishes taking damage. By shooting an enemy with a plasma beam, it will become intangible for a number of frames, thus allowing Samus to pass through it easily until that timer runs out and beam finishes colliding with the enemy's hitbox.
- Note that the enemy that Samus is passing through doesn't need to be actually harmed by the plasma shot to be rendered harmless.
Plasma Beam provides the following increase in damage:
Combinations with fully stacking Plasma | ||||
---|---|---|---|---|
Without | Damage | With | Damage | Multiplier |
Power Beam | 20 | Plasma | 150 | ×7.5 |
Ice Beam | 30 | I+P | 200 | ×6.67 |
Wave Beam | 50 | W+P | 250 | ×5 |
Ice+Wave | 60 | I+W+P | 300 | ×5 |
Combinations with Plasma replacing Spazer | ||||
Spazer | 40 | Plasma | 150 | ×3.75 |
Ice+Spazer | 60 | I+P | 200 | ×3.33 |
Wave+Spazer | 70 | W+P | 250 | ×3.57 |
I+W+S | 100 | I+W+P | 300 | ×3 |
See also
See complete List of Items